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Goblin's tale!

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Any news about heroes?

Gameplay Design



Here's a few details on some of the design concepts that will make GT fun.


A Goblin's Tale is a Hero Defense / RPG hybrid that will feature a great
deal of active teamwork. This is not merely just to say that it involves
complementary class roles such as "Healer" or "Tank," like just about
everything else does, but indeed the players' abilities will chain together
effectively and intuitively and combine to create new and devastating
combos, such as a Rogue using his Grappling Hook to pull a wayward
murloc into an electric wall created by an Engineer, or a Steamwarrior
spreading an Alchemist's poison gas clouds with the wind force of an
earth-shattering blow. And that's just the start of the possibilities...
skilled players will find it easy and intuitive to string together more
advanced combos consisting of several moves from separate players in
quick succession with devastating results far greater than the sum of
their parts. Each of the abilities are carefully considered and possess a
wide range of synergistic possibilities with the abilities of all the other
classes.



The murlocs of A Goblin's Tale are not merely hp bags of increasing size
with differing models, as is the unfortunate case with so very many Hero
Defense games. Instead, murlocs will use a great variety of units, each
with their own array of special abilities and their own teamwork
strategies that you will have to counter. Each new enemy type will not
simply be a bigger enemy with more hp or more attack damage... it will
add a new layer to the game's strategy!


-The Steam Warrior-


Stemsss.png

(1) Rocket Fist: The Steam Warrior launches his giant steel fist at
enemies, damaging foes in a line and pushing them back a good
distance. Possibly deals extra damage if you push an enemy into a wall.
Useful for putting enemies right where you want them, as well as team
efforts (for example, Rocket Fist can be used to move an Engineer's
turret with its knockback effect)

(2) Pocket Shield: The Steam Warrior tosses a shield generator to a
target ally providing a brief pulse of energy that makes them
invulnerable for a few seconds before the battery shorts out. Useful for
"bouncing aggro," moving enemies off of one target in order to attack
another.

(3) God Hand: The Steam Warrior leaps into the air and slams the
ground with his giant metal hand of doom and squashes murlocs in a
compact area (making them tiny and weak for a short time!).
Additionally, this ability is useful for team combos, and the mighty impact
will disperse ally effects for team combos (making them go out to a
wider area). For example, the wind generated by the shockwave of God
Hand will blow an alchemist's poison clouds all over, affecting more
murlocs!

(Standard) Tenderizer: The Steam Warrior's heavy, blunt blows take
their toll on an enemy, softening up heavily armored targets for the real
DPSers. Each attack from the steam warrior has a chance to lower armor
on a target enemy. Tenderizer can stack with itself.

(Ultimate) Electro-Grasp: Why punch murlocs when you can make the
murlocs come to the punch? The Steam Warrior's fist employs powerful
bioelectric magnets to cause all enemies within range to be pulled
towards a big steel knuckle sandwich at frightening speeds, both pulling
everything to the Steam Warrior and stunning them for a bit (and of
course damage).

_____

-Overall-

The Steam Warrior is a durable tank that is the master of battlefield
control, able to put the enemy right where he wants them, control who
they're attacking, break enemy channelers, and push and pull units
around.

There is a great teamwork dynamic here. The Steam Warrior has to
"prepare" the most heavily armored targets for his allies with
Tenderizer, he can spread area effects and minimize enemies with God
Hand, he can control aggro and save allies with Pocket Shield, he
outright takes on everything for a while with Electro-Grasp, and Rocket
Fist can push enemies right into allied effects or push allied effects (like,
say, a turret) into the range of new enemies. He doesn't do a lot of
damage directly, but by protecting and supporting his allies he is an
invaluable member of any team!

-Rogue-


Rogsss.png


(1) Smoke Bomb: The Rogue throws a makeshift smoke bomb,
causing a smoke screen tocover the targeted area. Enemy units inside
the smoke screen are blinded, causing them to miss frequently on
attacks. Goblins, on the other hand, use their sly nature to disappear in
the confusion, becoming invisible for a few seconds if affected by the
fog. As is so common with goblin creations, the Rogue isn't too careful
with his ingredients, and the smoke is highly flammable.

(2) Fatal Strike: The Rogue employs his most deadly weapon, an
extremely fast acting nerve toxin that dissolves after only a few
moments of being exposed to air. After taking 2 seconds to carefully
apply the deadly toxin to his dagger, the Rogue's next melee attack will
deal a massive damage bonus, as well as dealing very high poison
damage to the enemy over the next few seconds. The toxin fades if no
attacks are made within 7 seconds.

(3) Grappling Hook: The Rogue grabs a target unit with his grappling
hook and pulls it towards himself, dealing damage if it is an enemy unit.
Can be useful for pulling things like turrets or allies out of harms way,
as well.

(Standard) Opportunist: The Rogue fights dirty, and is an expert at
hitting an enemy while they're down. The Rogue's attacks will deal more
bonus damage to enemies for each adverse status effect affecting them,
such as Mini, Poisoned, Blinded, Bleeding, Sleeping, or Armor Cracked.

(Ultimate) Deadly Shadow: The Rogue becomes a living shadow of
death, becoming temporarily invulnerable and moving to a target enemy
and eviscerating them in a series of swift, vicious slashes dealing
massive damage. If the enemy dies before the Rogue has done his full
damage, he will move on to a new target and continue the attacks until
the full damage is dealt.

-Overall-

The Rogue is an exceptionally fragile but deadly combatant who lurks
around the periphery of a fight, darting in (or pulling enemies out) for
swift elimination of vulnerable or high priority targets. He is not just a
damage dealer, however, but also an effective controller, able to blind or
reposition enemies, as well as help allies retreat or make them invisible.

There is a great teamwork dynamic here. For example, the Rogue could
support and cover a tank with Smoke Bomb while enemies are being
worn down, and have an Engineer ignite the smoke with a Napalm Flask
for a finishing blow. With Fatal Strike, combined with abilities like the
Alchemist's Super Serum or the Steam Warrior's Tenderizer, the Rogue
eliminates priority targets in an instant with a powerful combo finisher.
With Grappling Hook, the Rogue can pull enemies right through a Tesla
Wall, only to have a Steam Warrior knock them back again with a Rocket
Fist. With Opportunist, the Rogue maximizes the effectiveness of all of his
ally's debuffs. Though fragile, with the greatest potential for single target
damage in the game combined with useful battlefield control skills, the
Rogue is a valuable asset for any team!

-Alchemist-

Alchsss.png


(1) Poison Gas: The alchemist tosses a flask filled with a thick, noxious
concoction, which shatters upon the ground and spreads a heavy cloud
of toxic gas which will debilitate any murlocs while they are in the area,
lowering their armor and causing them to take damage over time. The
substance is kinda sticky on wet things, and flammable to boot (so your
allies can light it on fire). Fortunately, goblinkind has built up something
of a resistance to radioactive fallout and similar substances, and is not
affected.

(2) Unstable Elixir: Move over 'tussin, windex, and chicken soup,
there's a new miracle drug in town, and the Alchemist's got it! A dose of
this on a target ally will not only fortify their immune systems and boost
their armor briefly, it will heal mortal wounds! How does this work? It's a
miracle drug, that's how! Further, if the Alchemist takes a moment to
shake up his potion before throwing it, it will explode like a soda pop,
splashing multiple allies in an area with its healing goodness!

(3) Mandragora: The alchemist injects a target murloc with a concoction
that causes unwelcome changes inside of a victim murloc's body,
destabilizing their genetic structure and slowing their move and attack
speed. If the injected murloc dies within 15 seconds, the transmuted
blood of the murloc will cause wild growth where it spills on the soil,
raising an immobile, vicious plant monster that can entangle hapless
enemies who wander near, or even devour weaker "minimized" enemies
whole!

(Standard) Super Serum: The Alchemist injects a steroid-stuffed super
serum into a target allied goblin, filling them with vigor and strength! For
a brief few seconds, all of their special abilities and attacks benefit from
a damage multiplier. Great for team combos!

(Ultimate) Sandman: The Alchemist takes a handful of his specially
prepared sleeping sand from his bag and blows it into the midst of the
enemy, lulling into a sleep filled with vivid dreams.

-Overall-

The Alchemist is a capable healer, buffer, and debuffer who always has
to keep an eye on his allies. Not only does he need to pay attention to
their HP or who's taking the hits, but he also needs to pay attention to
combos, offsetting crucial moves with Super Serum to give a massive
damage boost. Additionally, he can cripple enemies with poison gas,
entangling roots, and sleeping sand.

Of course, just as with all the abilities of the previous two classes, all of
the Alchemist's abilities synergize well with the abilities of other classes.
God Hand can be used to spread poison or minimize enemies for the
Mandragora, or Napalm Bombs can use it to create a chain reaction.
Opportunist Rogues can take advantage of it to multiply their normal
attack damage, and the fact that it wears down and lowers the armor of
an area of enemies opens up a big opportunity for the Berserker with
Massacre. And that's just the first ability on the list.

-Engineer-


Engss.png


(1) Makeshift Turret: The Engineer hastily constructs a turret which will
unleash an erratic stream of gunfire on any enemy it acquires. Upgrades
increase the caliber of the bullet, dealing more damage and causing
mini-knockback (just enough to slow enemy movements), and allow the
firing of missiles. Each shot costs 1 mana (or ammo) from the gun, until it
is depleted. The turret is generally immobile, save that allies with
grappling hooks or rocket fists or whatever can knock it around.

(2) Napalm Flask: The Engineer throws a flask of this fearsome liquid
at a target point, lighting enemies in the area on fire! Ignited enemies
not only take damage over time, but deal damage to their own nearby
allies. Additionally, Napalm will ignite any fog clouds, destroying them
and causing a chain reaction of explosions! Kaboom!

(3) Tesla Coil: The Engineer constructs a Tesla Coil at a target point.
The coil itself can launch a connector node to a target point, and create
a wall of lightning between those two points, electrocuting any wet,
conductive murlocs that pass between them. Upgrades increase the
damage dealt, and slow enemies with a paralyzing jolt. The coil
gradually loses mana as it depletes its battery with each electrocution.
The coils are generally immobile, save that allies with grappling hooks or
rocket fists or whatever can knock them around.

(Standard) Handyman: The Engineer's melee attacks with his wrench
will heal and replenish his own machines, as well as give them upgrade
points. Once a turret or coil has enough upgrade points, it will transform
into an upgraded version.

(Ultimate) Nuclear Holocaust: The ultimate expression of not judging
one by their size, the Engineer taps the power of the atom! Warning
klaxons sound as a hidden silo within the goblin village opens its doors
and launches a missile of legendary proportions which will arrive in 5
seconds, dealing massive damage to all units in the target area and
leaving behind radioactive fallout which will sicken murlocs for generations
to come. Goblins have evolved to be immune to nuclear fallout and similar
effects (That is, those that didn't all died out due to the hijinks of their
own kind).

-Overall-

Despite having the weakest normal attack with his trusty wrench, the
Engineer is the ultimate nuker. Able to focus on single targets demolish
large groups, the Engineer is a master of mechanized destruction, but
lacks the battlefield control or support capabilities of the Rogue or
Berserker. As with all of the other classes, teamwork is key. The
Engineer has to carefully consider where to place his tesla coils in order
to maximize the effect of allies knocking enemies around the map in order
to rack up the most hit, pressure the right targets with his turrets, or time
his napalm flasks near the end of fog effects in order to cap off their
effects with a boom! Further, the engineer changes the environment of
the fight and gives his allies extra advantages to consider. Allies can, for
example, throw enemies into tesla walls, or throw a turret at a group of
enemies.

-Berserker-


Berssss.png


(1) Massacre: The Berserker surges forward in a flurry of mad slashes,
cutting through anything in the path of his movement, and moving for as
long as he channels the spell. Whenever the Berserker stops
channelling (with a second click), the Berserker stops moving and deals
a particularly powerful finishing blow to all enemies in the surrounding
area. Further, the finishing blow's shockwave will disperse fog effects,
widening their area.

(2) Abattoir: The Berserker becomes a whirling storm of claws, teeth,
and general unpleasantness which catches up all surrounding enemies
and whirls them about himself in a tornado of flayed bodies, dealing
damage as long as enemies are caught in the whirlwind of claws. While
using Abattoir, the Berserker can move slowly and is immune to magic,
except for movement effects like Grappling Hook and Rocket Fist. Try
throwing the Berserker around like a living weapon!

(3) Bestial Roar: The Berserker lets forth a bloodcurdling battle cry,
terrifying the surrounding murlocs and causing them to back away
quickly, and raising the Berserker's melee attack damage. Additionally,
the affected enemies lose their nerve and are stunned briefly.

(Standard) Frenzy: The Berserker flips out, dropping any pretense of
defense and slashing wildly at his foes like a rabid ferret fresh from the
fires of hell. While active, the Berserker takes double damage but
attacks significantly faster and cleaves through enemies, dealing
damage in an area with each melee attack. Further, each successful
attack in this state fuels the Berserker's bloodlust, restoring some of his
mana.

(Ultimate) Rampage: He's the best at what he does, but what he
does... isn't very nice. You wouldn't like him when he's angry. I ask you,
true believers, what is better than a musclebound green giant or a
vicious berserker with adamant claws? That's right, a vicious
musclebound green giant berserker with claws! And that's what this
little guy will turn into, increasing his size, maximum hp, hp
regeneration, attack speed, attack damage, armor, and movement
speed for the duration. Additionally, his attacks can pulverize the
ground, sending nearby murlocs flying like puny ragdolls!

-Overall-

The Berserker is a frenzied, screaming, spiky little green ball of rage
destined to live forever in the racial memory of traumatized murlockind
who barrels through rank upon rank of foes in a mad orgy of blood and
carnage, leaving only a red stain in his wake. If the Rogue is the best at
assassinating powerful single targets, then the Berserker is the best at
dismembering innumerable hordes of relatively innocent, helpless
conscripts.

As with every other class, there is a teamwork dynamic here. The
Berserker can only really open up with Frenzy if he's being protected by
his allies, since it leaves him vulnerable. Further, the Berserker can take
advantage of enemies funneled into lines or close groups or amplify fog
effects with Massacre. The Berserker can slam a few enemies into a
tesla wall repeatedly with just one use of Abattoir, or he can be pulled
about like a living weapon with grappling hook or rocket fist to grab up
more enemies in his deadly whirlwind. And those are just a few of the
possibilities.


So, thoughts on the classes revealed thus far?


What more do ya want?
 
that's old news? :p

What do you want more? we showed everything.. D: spells, description, what the hero does in overall.

we can't give you numbers yet cause we haven't balanced GOblin's Tale yet.. the terrain is not even close to be done.

meh the progress seems to be really good, and i can't wait to play this :D

Me too ;)
 
Level 7
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What do you want more? we showed everything.. D: spells, description, what the hero does in overall.

we can't give you numbers yet cause we haven't balanced GOblin's Tale yet.. the terrain is not even close to be done.
Well i meant that the post seemed to be the same as the last on with update, but i might be wrong :grin:
so sorry if i am :)
 
Level 48
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Apr 18, 2008
Messages
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Maliko Sharkbait is a hidden merchant. If you are willing to take the risk and use your between-wave time to find him, you are surely welcome to try, but otherwise I'm pretty sure his location won't be revealed, like the rest of the secret and hidden things in the game. You'll have to find them by yourself. :p

By the way, Mr.Goblin; you might consider editing Ricky's texture a bit. His face looks like an old man's face. :p
 
Level 2
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I WANT TO HELP YOU
but... idk how coz i cant make icons -_- i cant make models -_- i can! make items (like ones which gives stuff to hand and your hero hods it :D or armor but its still crup coz eny one probybly can do thats -_-)
 
I WANT TO HELP YOU
but... idk how coz i cant make icons -_- i cant make models -_- i can! make items (like ones which gives stuff to hand and your hero hods it :D or armor but its still crup coz eny one probybly can do thats -_-)

erm... thanks... but like you said, we are okay with these part, so your help is not needed.
 
pretty much motivation and time... and I'm honest, all the triggers are covered by Caedrus, the gameplay is convered by him and me, the lore is done, the terrain is done by me, (still to finish the terrain tough :( )

anyway, basicly we don't need your help, but we do appreciate alot.

and why I haven't worked on GT? cause of Scars of Conflict mostly and because of my art projects too.. yeah, GT needs some love from Mr.Goblin :\
 
pretty much motivation and time... and I'm honest, all the triggers are covered by Caedrus, the gameplay is convered by him and me, the lore is done, the terrain is done by me, (still to finish the terrain tough :( )

anyway, basicly we don't need your help, but we do appreciate alot.

and why I haven't worked on GT? cause of Scars of Conflict mostly and because of my art projects too.. yeah, GT needs some love from Mr.Goblin :\

Ok then if you need or you will need something just ask, and I will try my best to help :thumbs_up:
 
I'm sorry but Goblin's Tale is far from being my priority right now, if you guys want to know, I just got a contract to make the art for a flash-game, that is going to be sell on internet, so I'm basically right now working on my C.V and I'm getting experience from this. So the hobby of modding warcraft3 is far less important to me right now....

I'm deeply sorry for those who have been/are still waiting, but life is life, and warcraft3 is just a game... I promised you I was going to finish Goblin's Tale, and I will.. just not right now, or maybe not in the incoming months either..

have a nice day..

with all my respect

Vincent (Aka Mr.Goblin)
 
I'm sorry but Goblin's Tale is far from being my priority right now, if you guys want to know, I just got a contract to make the art for a flash-game, that is going to be sell on internet, so I'm basically right now working on my C.V and I'm getting experience from this. So the hobby of modding warcraft3 is far less important to me right now....

I'm deeply sorry for those who have been/are still waiting, but life is life, and warcraft3 is just a game... I promised you I was going to finish Goblin's Tale, and I will.. just not right now, or maybe not in the incoming months either..

have a nice day..

with all my respect

Vincent (Aka Mr.Goblin)

read the news:vw_sad:
 
Level 3
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Messages
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loool!!! hahaha, i lol'd alot! ^^
looks fucking awesome m8, i cant wait to see this finished ^^
 
GOBLIN'S TALE IS DEAD!:goblin_boom:

you guys don't seem to understand...
Now, I'm sorry for all my folowers, but I'm sick of moding warcraft3 and my reasons are simple, because I don't enjoy modding warcraft3.

and no I'm not letting anyone finish this project, and no this project isn't going to be a waist of time. Because I'm keeping everything that have been done so far and doing illustration based on this project for my portfolio..

now as the message stipulates, indeed, THIS PROJECT IS DEAD for warcraft3. Last comment, I'll ask a moderator to close this thread.
 
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